Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
Posted: Tue Nov 26, 2019 3:52 am
Okay, it’s been awhile. life kicked my ass hard.
StroggVorbis, I’m sure you are aware we have been chipping away at bugs via Discord.
Everyone: The most recent development builds from November are in a better state, but I will try and drop a new release candidate (RC3) which fixes a lot. Current devbuilds have glClear issues (removed clear to black but reverted shortly after, oops).
Few interesting things you can expect:
1) TOMl INI for CFG - while it can read and convert the old configs, it’s best to delete the previous and let EDGE generate a new one.
2) inline with above, the cvar system got a total rewrite and now are recorded in the INI properly now, all of them. Console becomes a lot more useful with that, and no discrepancies setting values in Menu/Console. More CVARS are available now.
3) Removed very buggy and very unsafe edge.preset
4) Stripped most of ROTT support so we can make the engine stable enough for another official release. ROTT will resume after that happens.
5) Screen resolution changing is fixed
6) transparent grey box on screen when changing screen res is fixed as well as overall gamma adjustments
7) Fullscreen mode works again and frame rate is much higher than before (duplication of SDL_Renderer state that didn’t need second creation)
8) Improved but not perfect frame rate in some instances, still probably needs more work with EDGE netcode
9) Colormap DDF/ Pause graphic bug fixed from stripping ROTT toplevel for now
10) if not mentioned previously, SIGIL is fully supported
11) lots of behind the scenes fixes and cleanups at engine level esp. with archive handling
12) Minor DDF bugfixes
13) grAb fixes (still need weapon grAB checking)
14) Minor memory leaks in GL/etc patched
15) Slider menu defaults fixed and not out of bounds on default
Some things we will tackle in near future, hope most of these make it in for 2.1.0 final:
0) Proper /base sub directory support as well as fragmented EPKs for supported games
1) proper auto loading for mods (replacing very unsafe preset)
2) Improved IWAD detection
3) terrain.ddf (for now limited to player hitting floor sound effects)
4) better image processing and handling (palette issues will be gone)
5) WAD handling rewrite for ROTT namespace markers
6) Images.DDF could handle raw formats (patches); new type PATCH.
7) OpenAL Audio subsystem
8) OpenGL shader and internal state rewrites
9) Wolf3D support (!)
10) working on glBSP and GWA cache removal in favor of ajBSP. Testing via AJBSP yielded improved frame rates and better BSP trees
11) SDL Kitchensink for video playback (will support all movie formats)
12) shorter intro video, able to call them in Levels.DDF for pre.level
13) input handling improvements, especially for multiplayer and joysticks
14) Improved I_Error handling
StroggVorbis, I’m sure you are aware we have been chipping away at bugs via Discord.
Everyone: The most recent development builds from November are in a better state, but I will try and drop a new release candidate (RC3) which fixes a lot. Current devbuilds have glClear issues (removed clear to black but reverted shortly after, oops).
Few interesting things you can expect:
1) TOMl INI for CFG - while it can read and convert the old configs, it’s best to delete the previous and let EDGE generate a new one.
2) inline with above, the cvar system got a total rewrite and now are recorded in the INI properly now, all of them. Console becomes a lot more useful with that, and no discrepancies setting values in Menu/Console. More CVARS are available now.
3) Removed very buggy and very unsafe edge.preset
4) Stripped most of ROTT support so we can make the engine stable enough for another official release. ROTT will resume after that happens.
5) Screen resolution changing is fixed
6) transparent grey box on screen when changing screen res is fixed as well as overall gamma adjustments
7) Fullscreen mode works again and frame rate is much higher than before (duplication of SDL_Renderer state that didn’t need second creation)
8) Improved but not perfect frame rate in some instances, still probably needs more work with EDGE netcode
9) Colormap DDF/ Pause graphic bug fixed from stripping ROTT toplevel for now
10) if not mentioned previously, SIGIL is fully supported
11) lots of behind the scenes fixes and cleanups at engine level esp. with archive handling
12) Minor DDF bugfixes
13) grAb fixes (still need weapon grAB checking)
14) Minor memory leaks in GL/etc patched
15) Slider menu defaults fixed and not out of bounds on default
Some things we will tackle in near future, hope most of these make it in for 2.1.0 final:
0) Proper /base sub directory support as well as fragmented EPKs for supported games
1) proper auto loading for mods (replacing very unsafe preset)
2) Improved IWAD detection
3) terrain.ddf (for now limited to player hitting floor sound effects)
4) better image processing and handling (palette issues will be gone)
5) WAD handling rewrite for ROTT namespace markers
6) Images.DDF could handle raw formats (patches); new type PATCH.
7) OpenAL Audio subsystem
8) OpenGL shader and internal state rewrites
9) Wolf3D support (!)
10) working on glBSP and GWA cache removal in favor of ajBSP. Testing via AJBSP yielded improved frame rates and better BSP trees
11) SDL Kitchensink for video playback (will support all movie formats)
12) shorter intro video, able to call them in Levels.DDF for pre.level
13) input handling improvements, especially for multiplayer and joysticks
14) Improved I_Error handling